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123 Results Found

  • Article
  • Open Access
67 Citations
13,968 Views
12 Pages

This paper examines how gamification affects user intention to use mobile healthcare applications (mHealth) and how the effect of gamification works differently according to health status, age, and gender. We use data from a mobile survey conducted b...

(This article belongs to the Special Issue Challenges and responses to population health and urbanization in the 21st century)
  • Feature Paper
  • Article
  • Open Access
16 Citations
8,186 Views
12 Pages

Gamification in Ecology-Oriented Mobile Applications—Typologies and Purposes

  • Angel Torres-Toukoumidis,
  • Diego Vintimilla León,
  • Andrea De-Santis and
  • Paulo Carlos López-López

8 March 2022

Mobile applications viewed as digital social change tools are focused on sustainable development, particularly in topics that address ecology and the environment. In this research, the aim is to systematize a review of the 10 most downloaded mobile a...

(This article belongs to the Special Issue Social Interactions and the Technology Development: Perspectives on E-Societies)
  • Article
  • Open Access
8 Citations
4,520 Views
16 Pages

Exploiting Mobile Gamification to Foster Physical Activity: A Remotely-Managed Field Study

  • Giorgio Olivas Martinez,
  • Valeria Orso,
  • Alice Bettelli and
  • Luciano Gamberini

26 February 2023

Physical inactivity is a plague for public health, especially in Western Countries. Among the countermeasures, mobile applications promoting physical activity seem particularly promising, thanks to the spread and adoption of mobile devices. However,...

(This article belongs to the Section Intelligent Sensors)
  • Article
  • Open Access
11 Citations
5,180 Views
17 Pages

Investigating the Influence of Personalised Gamification on Mobile Survey User Experience

  • Stéphanie Carlier,
  • Dries Coppens,
  • Femke De Backere and
  • Filip De Turck

18 September 2021

Gamification in healthcare has shown to increase user motivation and treatment adherence. Personalisation strategies have the potential to create sustainable health change and user motivation. In striving for personalisation, surveys are often used a...

(This article belongs to the Section Sustainable Education and Approaches)
  • Article
  • Open Access
1 Citations
1,545 Views
19 Pages

9 February 2026

Vocabulary learning has been a challenge for second language (L2) learners, often due to its repetitive nature and the massive time investment it requires. To address these challenges, digital gamification features have been introduced to L2 learners...

(This article belongs to the Special Issue Bilingual Education and Second Language Acquisition)
  • Article
  • Open Access
58 Citations
10,608 Views
18 Pages

Crowdsourcing In-Situ Data on Land Cover and Land Use Using Gamification and Mobile Technology

  • Juan Carlos Laso Bayas,
  • Linda See,
  • Steffen Fritz,
  • Tobias Sturn and ,
  • Christoph Perger,
  • Martina Dürauer,
  • Mathias Karner,
  • Inian Moorthy,
  • Dmitry Schepaschenko and
  • Ian McCallum
  • + 6 authors+ 1 author

1 November 2016

Citizens are increasingly becoming involved in data collection, whether for scientific purposes, to carry out micro-tasks, or as part of a gamified, competitive application. In some cases, volunteered data collection overlaps with that of mapping age...

(This article belongs to the Special Issue Citizen Science and Earth Observation)
  • Article
  • Open Access
235 Views
19 Pages

Evaluating Mobile Gamification Against Tourists’ Cultural Perception and Culinary Wisdom: A Case Study of Phuket’s Local Food

  • Montita Phrammanachot,
  • Songwut Egwutvongsa,
  • Thanate Piromgarn,
  • Saneh Sompoangeon and
  • Chaturong Louhapensang

20 October 2026

Applying mobile gamification in the gastronomy tourism industry is an intriguing challenge. Phuket is a city with a culinary heritage. This study examined Thai domestic tourists’ perceptions of WISKET42, a mobile web-based gamification applicat...

  • Article
  • Open Access
5 Citations
2,429 Views
19 Pages

Acceptance of a Mobile Application for Circular Economy Learning Through Gamification: A Case Study of University Students in Peru

  • José Antonio Arévalo-Tuesta,
  • Guillermo Morales-Romero,
  • Adrián Quispe-Andía,
  • Nicéforo Trinidad-Loli and ,
  • César León-Velarde,
  • Maritza Arones,
  • Irma Aybar-Bellido and
  • Omar Chamorro-Atalaya
  • + 3 authors+ 0 author

31 October 2025

Circular economy learning fosters competencies in sustainable resource management and environmental protection, which have been recognized by the OECD (Organization for Economic Cooperation and Development) to be essential for cross-curricular traini...

(This article belongs to the Special Issue Innovative Learning Environments and Sustainable Development)
  • Article
  • Open Access
50 Citations
7,785 Views
12 Pages

8 August 2019

In the educational context, there currently emerges a growing research interest in using mobile augmented reality (AR) and the gamification concept to promote environmental education (EE). However, to date, scant attention has been paid to practicall...

(This article belongs to the Section Sustainable Education and Approaches)
  • Article
  • Open Access
24 Citations
6,301 Views
15 Pages

22 April 2019

Nowadays, educational activities need to be oriented towards sustainable mobility as a tool to guarantee a better future for younger generations. Two focus groups (FGs) of children aged 10–12 years were formed, for the design, development, and...

(This article belongs to the Section Sustainable Transportation)
  • Review
  • Open Access
18 Citations
9,086 Views
17 Pages

Promotion of Healthy Nutrition and Physical Activity Lifestyles for Teenagers: A Systematic Literature Review of The Current Methodologies

  • María Vanessa Villasana,
  • Ivan Miguel Pires,
  • Juliana Sá,
  • Nuno M. Garcia and ,
  • Eftim Zdravevski,
  • Ivan Chorbev,
  • Petre Lameski and
  • Francisco Flórez-Revuelta
  • + 3 authors+ 0 author

Amid obesity problems in the young population and apparent trends of spending a significant amount of time in a stationary position, promoting healthy nutrition and physical activities to teenagers is becoming increasingly important. It can rely on d...

(This article belongs to the Special Issue Personalized Medicine in Clinical Practice)
  • Article
  • Open Access
73 Citations
8,965 Views
17 Pages

Teaching Presence in Online Gamified Education for Sustainability Learning

  • Siti Nur Diyana Mahmud,
  • Hazrati Husnin and
  • Tuan Mastura Tuan Soh

Gamification in education refers to the introduction of game elements in the design of learning processes. Our gamification approach was based on the self-determination theory. According to this theory, people need to have competence, social connecte...

(This article belongs to the Section Sustainable Education and Approaches)
  • Article
  • Open Access
1 Citations
1,719 Views
18 Pages

9 January 2026

Individual actions play a pivotal role in climate change, one of the most urgent global challenges, as daily behaviors generate substantial greenhouse gas emissions. Saudi Arabia, in particular, demonstrates its strong commitment to environmental sus...

  • Article
  • Open Access
157 Views
23 Pages

Mobile Intervention for Learning Indigenous African Languages—KoEde Design and Evaluation

  • Aderonke Sakpere,
  • Halleluyah Aworinde,
  • Makuochi S. Nkwo,
  • Jesujoba Alabi and
  • Rachel Oluwatuyi

2 November 2026

The role of language in conveying a people’s values, norms, and beliefs is crucial, particularly today, when many indigenous languages, especially in Africa, are at risk of extinction. To reverse this trend, it is imperative to develop innovati...

(This article belongs to the Special Issue Innovative Research in Human–Computer Interactions)
  • Article
  • Open Access
20 Citations
6,038 Views
21 Pages

Using ClassCraft to Improve Primary School Students’ Knowledge and Interest in Sustainable Mobility

  • Silvia Sipone,
  • Víctor Abella-García,
  • Marta Rojo and
  • Luigi dell’Olio

4 September 2021

Teaching students awareness about sustainable mobility has been lacking to date. There is a need to expand the themes being addressed in order to achieve a change in attitude. Society needs to design a curriculum that teaches about sustainable mobili...

(This article belongs to the Section Sustainable Transportation)
  • Article
  • Open Access
17 Citations
8,056 Views
25 Pages

16 June 2022

Information systems (IS) play a central role in promoting corporate sustainability and pro-environmental behavior. This study explores the use of mobile apps for fostering sustainability-oriented corporate culture. It accentuates issues relating to s...

  • Article
  • Open Access
30 Citations
4,960 Views
19 Pages

21 April 2022

Augmented reality (AR) and Internet of Things (IoT) are among the core technological elements of modern information systems and applications in which advanced features for user interactivity and monitoring are required. These technologies are continu...

(This article belongs to the Collection Machine Learning and AI for Sensors)
  • Review
  • Open Access
24 Citations
9,711 Views
29 Pages

9 July 2023

This article presents a systematic review on autism care, diagnosis, and intervention based on mobile apps running on smartphones and tablets. Here, the term “intervention” means a carefully planned set of activities with the objective of improving a...

(This article belongs to the Section Wearables)
  • Article
  • Open Access
16 Citations
6,275 Views
27 Pages

15 March 2020

Most people are using their smartphones daily and carry them all the time. Therefore, mobile learning applications can be integrated in daily routines to make learning a part of daily life. While numerous mobile learning applications exist, each with...

(This article belongs to the Special Issue Advances in Mobile Gaming and Games-based Leaning)
  • Article
  • Open Access
2 Citations
1,052 Views
16 Pages

The FOOTLOOSE App: Evaluation of a Gamified App-Based Exercise Intervention for Children and Adolescents with Congenital Heart Disease—A Mixed-Methods Feasibility Study

  • Charlotte Schöneburg,
  • Isabel Uphoff,
  • Anna Thußbas,
  • Laura Willinger and ,
  • Renate Oberhoffer,
  • Peter Ewert and
  • Jan Müller
  • + 2 authors+ 0 author

Background: A physically active lifestyle is crucial for long-term cardiovascular health; however, access to supervised exercise programs for children and adolescents with congenital heart disease (CHD) remains limited. Although prior digital exercis...

(This article belongs to the Section Basic and Translational Cardiovascular Research)
  • Article
  • Open Access
45 Citations
10,612 Views
26 Pages

16 April 2019

How can we encourage people to make sustainable mobility choices, reducing car dependency and the related CO 2 emissions and energy consumption? Taking advantage of the wide availability of smartphone devices, we designed GoEco!, an applicati...

(This article belongs to the Section Sustainable Transportation)
  • Brief Report
  • Open Access
6 Citations
3,640 Views
9 Pages

Tailoring Tofacitinib Oral Therapy in Rheumatoid Arthritis: The TuTORApp—A Usability Study

  • Savino Sciascia,
  • Massimo Radin,
  • Irene Cecchi,
  • Pierluigi Di Nunzio and ,
  • Nicola Buccarano,
  • Federico Di Gregorio,
  • Milone Valeria,
  • Sara Osella,
  • Paola Crosasso and
  • Daniela Rossi
  • + 10 authors+ 5 authors

Objective: To create a mobile application able to help patients follow medical treatments properly. Methods: We designed and developed a custom Android/iOS App to remind patients of the pharmaceutical drugs to be taken, of the visits and exams to att...

(This article belongs to the Section Digital Health)
  • Article
  • Open Access
1,353 Views
23 Pages

20 February 2026

Background/Objectives: Dietary behaviors among young adults in Japan have become increasingly polarized, highlighting the limitations of traditional knowledge-based health education. Behavioral science-based approaches such as nudging and gamificatio...

(This article belongs to the Section Nutrition and Public Health)
  • Review
  • Open Access
8 Citations
9,670 Views
10 Pages

Gamification Concepts to Promote and Maintain Therapy Adherence in Children with Growth Hormone Deficiency

  • Sally Radovick,
  • Eli Hershkovitz,
  • Aline Kalisvaart,
  • Marco Koning and ,
  • Kristine Paridaens and
  • Maged N. Kamel Boulos
  • + 1 author+ 0 author

31 August 2018

Growth hormone (GH) deficiency affects up to one in 4000 children and is usually treated with daily injections of GH whilst the child is still growing. With children typically diagnosed at around five years old, this can mean over 10 years of therapy...

(This article belongs to the Special Issue Feature Papers for J-Multidisciplinary Scientific Journal)
  • Article
  • Open Access
2,332 Views
34 Pages

Safety, Acceptability, and Usability of Immersive Gamification System for Use in Rehabilitation Management of Pediatric Patients with Cerebral Palsy and with Mobility Limitations (Phase 1 Trial)

  • Maria Eliza R. Aguila,
  • Cherica A. Tee,
  • Josiah Cyrus R. Boque,
  • Juan Raphael M. Gonzales and ,
  • Isabel Teresa O. Salido,
  • Bryan Andrei C. Galecio,
  • Ben Anthony A. Lopez,
  • Christian Alfredo K. Cruz,
  • Michael L. Tee and
  • Jaime D. L. Caro
  • + 7 authors+ 2 authors

16 February 2026

Virtual reality (VR) is increasingly integrated into the rehabilitation of children with cerebral palsy (CP). However, evidence to substantiate its potential as part of standard care remains limited. This Phase 1 study aimed to evaluate a VR-based im...

(This article belongs to the Special Issue Advances in Human-Centered Artificial Intelligence)
  • Article
  • Open Access
188 Views
22 Pages

Leveraging Gamified Digital Interventions for Urban Sustainability in Saudi Arabia: Design and Development of an Arabic-First Agentic AI Mobile Application

  • Rose Tarek Mady,
  • Layan Abdulaziz Alfawzan,
  • Aljawharah Suliman Alwabel,
  • Layan Khalid Aldbays and
  • Maha M. Al-Yahya

24 October 2026

Rapid urbanization and consumption growth have intensified the need for locally relevant solutions that translate environmental awareness into measurable individual action which is a priority of the Saudi Vision 2030 and the Saudi Green Initiative. W...

(This article belongs to the Section Environmental Sustainability and Applications)
  • Article
  • Open Access
2 Citations
3,478 Views
23 Pages

This paper presents an augmented reality (AR) mobile application developed for Android devices, which brings five bust sculptures of historical personalities of the city of Komotini, Greece, to ‘life’ using the Unity engine. These busts n...

  • Article
  • Open Access
5 Citations
3,920 Views
11 Pages

The popularity of smartphones and widespread access to mobile internet removed earlier barriers to reliance on mobile applications run on visitors’ own devices for guidance in tourist attractions. At the same time, the tourists’ rising ex...

(This article belongs to the Special Issue Cloud Gamification 2019)
  • Article
  • Open Access
33 Citations
6,046 Views
32 Pages

A Serious Gaming Approach for Crowdsensing in Urban Water Infrastructure with Blockchain Support

  • Alexandru Predescu,
  • Diana Arsene,
  • Bogdan Pahonțu,
  • Mariana Mocanu and
  • Costin Chiru

5 February 2021

This paper presents the current state of the gaming industry, which provides an important background for an effective serious game implementation in mobile crowdsensing. An overview of existing solutions, scientific studies and market research highli...

(This article belongs to the Special Issue Secure and Intelligent Mobile Systems)
  • Article
  • Open Access
23 Citations
10,404 Views
20 Pages

Is Classroom Gamification Opposed to Performance?

  • Antoni Hernández-Fernández,
  • Noelia Olmedo-Torre and
  • Marta Peña

28 November 2020

Learning through digital media is currently considered as a mixture of methodologies that aim to approach the reality of students to motivate them. Gamification emerges as one of the pedagogical methodologies on the rise in digital classrooms, but is...

(This article belongs to the Special Issue Smart Educational Games and Gamification Systems in Online Learning Environments)
  • Article
  • Open Access
73 Citations
8,437 Views
16 Pages

Evaluating the Effectiveness of an Augmented Reality Game Promoting Environmental Action

  • Kyra Wang,
  • Zeynep Duygu Tekler,
  • Lynette Cheah,
  • Dorien Herremans and
  • Lucienne Blessing

16 December 2021

While public awareness of climate change has grown over the years, many people still have misconceptions regarding effective individual environmental action. In this paper, we present a serious game called PEAR, developed using elements of geolocatio...

(This article belongs to the Special Issue Serious Gaming for Sustainability – Educational, Policy, and Research Perspectives)
  • Article
  • Open Access
22 Citations
6,778 Views
25 Pages

An Interactive Information System That Supports an Augmented Reality Game in the Context of Game-Based Learning

  • Maria Cristina Costa,
  • Paulo Santos,
  • João Manuel Patrício and
  • António Manso

Mobile augmented reality applications are gaining prominence in education, but there is a need to design appropriate and enjoyable games to be used in educational contexts such as classrooms. This paper presents an interactive information system desi...

(This article belongs to the Special Issue Innovations in Game-Based Learning)
  • Article
  • Open Access
23 Citations
15,010 Views
20 Pages

How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application

  • Ivo Rodrigues,
  • João M. Lopes,
  • Ana Borges,
  • José Oliveira and
  • Márcio Oliveira

2 September 2021

This research aims to analyze the feasibility of gamified applications as a tool to promote engagement and brand attitude. To accomplish this, this research was developed using a quantitative methodology. A confirmatory factor analysis (CFA) was perf...

  • Article
  • Open Access
46 Citations
8,205 Views
18 Pages

An Interactive Serious Mobile Game for Supporting the Learning of Programming in JavaScript in the Context of Eco-Friendly City Management

  • Rytis Maskeliūnas,
  • Audrius Kulikajevas,
  • Tomas Blažauskas,
  • Robertas Damaševičius and
  • Jakub Swacha

17 December 2020

In the pedagogical process, a serious game acts as a method of teaching and upbringing, the transfer of accumulated experience and knowledge. In this paper, we describe an interactive serious programming game based on game-based learning for teaching...

(This article belongs to the Special Issue Game-Based Learning, Gamification in Education and Serious Games)
  • Article
  • Open Access
9 Citations
6,878 Views
17 Pages

Football Fandom as a Platform for Digital Health Promotion and Behaviour Change: A Mobile App Case Study

  • Alex Fenton,
  • Anna Mary Cooper-Ryan,
  • Mariann (Maz) Hardey and
  • Wasim Ahmed

Background: The last decade has seen a dramatic shift toward the study of fitness surveillance, thanks in part to the emergence of mobile health (mHealth) apps that allow users to track their health through a variety of data-driven insights. This stu...

(This article belongs to the Special Issue 2nd Edition of Social Media and Public Health: Opportunities and Challenges)
  • Article
  • Open Access
1,265 Views
23 Pages

13 November 2025

The achievement of sustainability goals depends on local actions, highlighting the need for educational approaches that engage learners with locally relevant content within Education for Sustainable Development. This study used a mixed-methods approa...

(This article belongs to the Special Issue Innovative Learning Environments and Sustainable Development)
  • Article
  • Open Access
5 Citations
3,197 Views
31 Pages

Enhancing Sustainable Mobility Through Gamified Challenges: Evidence from a School-Based Intervention

  • Martina Vacondio,
  • Federica Gini,
  • Simone Bassanelli and
  • Annapaola Marconi

18 July 2025

Promoting behavioral change in mobility is essential for sustainable urban development. This study evaluates the effectiveness of gamified challenges in fostering sustainable travel behaviors among high school students and teachers within the High Sc...

(This article belongs to the Special Issue Transportation and Sustainable Mobility; Users’ Transitions for a Greener Future)
  • Article
  • Open Access
5 Citations
4,379 Views
19 Pages

A Gamified Digital Mental Health Intervention Across Six Sub-Saharan African Countries: A Cross-Sectional Evaluation of a Large-Scale Implementation

  • Christopher K. Barkley,
  • Charmaine N. Nyakonda,
  • Kondwani Kuthyola,
  • Polite Ndlovu and ,
  • Devyn Lee,
  • Andrew Dallos,
  • Danny Kofi-Armah,
  • Priscilla Obeng and
  • Katherine G. Merrill
  • + 4 authors+ 0 author

Mental health conditions affect many young people in sub-Saharan Africa (SSA), where stigma is high and access to care is limited. Digital tools accessible on basic mobile phones offer a scalable way to promote mental health, but evidence on their ef...

(This article belongs to the Special Issue Advancing Youth Mental Health: Innovations, Integration, and Equity)
  • Article
  • Open Access
3 Citations
2,129 Views
16 Pages

Towards Reshaping Children’s Habits: Vitalia’s AR-Gamified Approach

  • Vasileios Arampatzakis,
  • Vasileios Sevetlidis,
  • Vasiliki Derri,
  • Milena Raffi and
  • George Pavlidis

15 July 2025

This paper presents the design, development, and pilot deployment of Vitalia, an AR-gamified application targeting the formation of healthy habits in primary education children. Developed within the EU DUSE project, Vitalia integrates physical activi...

(This article belongs to the Collection Augmented Reality Technologies, Systems and Applications)
  • Article
  • Open Access
1,833 Views
21 Pages

A Participatory Evaluation of the No le entres App Prototype for Tobacco Prevention Among Mexican Adolescents

  • Rosa Dabinia Uribe-Madrigal,
  • Betzaida Salas-García,
  • María del Carmen Gogeascoechea-Trejo,
  • Xóchilt de San Jorge-Cárdenas and ,
  • Juan Manuel Gutiérrez-Méndez and
  • María Cristina Ortiz-León
  • + 1 author+ 0 author

Adolescent tobacco use remains a critical public health challenge, requiring innovative early prevention strategies. This study participatively evaluated a medium-fidelity prototype of the No le entres app, designed to prevent tobacco use among adole...

  • Article
  • Open Access
868 Views
37 Pages

15 April 2026

Competence-oriented Education for Sustainable Development requires evidence that immersive and gamified learning experiences elicit sustainability-relevant change beyond short pre–post windows. This study examines the Art Nouveau Path, a locati...

(This article belongs to the Special Issue Innovative Horizons: Exploring the Convergence of Gamification and Virtual Reality)
  • Proceeding Paper
  • Open Access
2,814 Views
5 Pages

Space Race: An Interactive Digital Tool in the Classroom. Are You Ready?

  • Mª José Luesma,
  • Irene Cantarero and
  • Jesús Sergio Artal-Sevil

26 October 2018

This document presents an interdisciplinary teaching experience based on Game-based Learning as an educational methodology complementary to the Flipped Classroom pedagogical approach in higher education. The tool used was the Space Race application i...

(This article belongs to the Proceedings of The 2nd Innovative and Creative Education and Teaching International Conference)
  • Article
  • Open Access
40 Citations
9,131 Views
27 Pages

2 August 2020

Sustainability studies in tourism are increasingly emphasizing social matters, for instance, “Accessible Tourism for All.” Research on people with visual impairments with smart tourism has so far been sparse. In order to resonate with the...

(This article belongs to the Special Issue Tourism, Smart Specialization and Sustainable Development)
  • Review
  • Open Access
221 Citations
38,209 Views
22 Pages

14 August 2020

Augmented reality (AR) has received increasing attention in the research literature as a fundamental pedagogical tool that can enhance learning at most educational levels. In academic contexts, this technology permits the superimposing of three-dimen...

(This article belongs to the Section Mechanical Engineering)
  • Article
  • Open Access
14 Citations
5,262 Views
21 Pages

This work identifies major areas of knowledge and proposes a set of relevant dimensions by area that must be taken into account in the design and delivery of context-aware mobile applications for mental health interventions. We argue that much of the...

  • Article
  • Open Access
8 Citations
3,103 Views
18 Pages

15 March 2023

The primary objective of the AIR-BREAK mobility campaigns is to disseminate information to the general public and increase their awareness of the sustainable mobility services available. This is intended to promote the adoption of alternative, more e...

(This article belongs to the Section Environmental Sustainability and Applications)
  • Article
  • Open Access
3 Citations
4,687 Views
13 Pages

Pilot Testing and Validation of an Educational Game on Transportation Challenges for Mobility Device Users

  • Jorge L. Candiotti,
  • Sangmi Park,
  • Chang Dae Lee,
  • Evan J. Rafferty and ,
  • Rosemarie Cooper and
  • Rory A. Cooper
  • + 1 author+ 0 author

13 October 2024

Despite the increasing use of assistive mobility devices, practical education to navigate real-world ground transportation barriers is lacking. The educational board game, called HERL-Town, was developed to teach safe and effective navigation for mob...

(This article belongs to the Special Issue Mobility, Access, and Participation for Disabled People)
  • Article
  • Open Access
16 Citations
5,682 Views
17 Pages

A Tailored and Engaging mHealth Gamified Framework for Nutritional Behaviour Change

  • Silvia Orte,
  • Carolina Migliorelli,
  • Laura Sistach-Bosch,
  • Meritxell Gómez-Martínez and
  • Noemi Boqué

18 April 2023

Mobile health applications (apps) have been shown to be effective for improving eating habits. However, most of the existing apps rely on calorie and nutrient counting which have several limitations including the difficulty in sustaining long-term us...

(This article belongs to the Special Issue E-health: A Novel Approach for Dietary Interventions)
  • Systematic Review
  • Open Access
35 Citations
12,981 Views
39 Pages

Breathing is one of the most vital functions for being mentally and emotionally healthy. A growing number of studies confirm that breathing, although unconscious, can be under voluntary control. However, it requires systematic practice to acquire rel...

  • Article
  • Open Access
32 Citations
6,615 Views
14 Pages

Incentivizing Commuter Cycling by Financial and Non-Financial Rewards

  • Vojtěch Máca,
  • Milan Ščasný,
  • Iva Zvěřinová,
  • Michal Jakob and
  • Jan Hrnčíř

Current mobility patterns over-rely on transport modes that do not benefit sustainable and healthy lifestyles. To explore the potential for active mobility, we conducted a randomized experiment aimed at increasing regular commuter cycling in cities....

(This article belongs to the Special Issue A More Sustainable and Healthier Future for All: What Works?)

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